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Global illumination
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==List of methods== {| class="wikitable" |- ! Method !! Description/Notes |- | [[Ray tracing (graphics)|Ray tracing]] || Several enhanced variants exist for solving problems related to sampling, aliasing, and soft shadows: [[Distributed ray tracing]], [[cone tracing]], and [[beam tracing]]. |- | [[Path tracing]] || Unbiased, variant: Bi-directional path tracing and energy redistribution path tracing<ref name="psu">{{cite journal |last1=Cline |first1=D. |last2=Talbot |first2=J. |last3=Egbert |first3=P. |title=Energy redistribution path tracing |journal=ACM Transactions on Graphics |volume=24 |issue=3 |pages=1186β95 |date=2005 |doi=10.1145/1073204.1073330 }}</ref> |- | [[Photon mapping]] || Consistent, biased; enhanced variants: Progressive photon mapping, stochastic progressive photon mapping (<ref name="u-tokyo">{{cite web|url=http://www.ci.i.u-tokyo.ac.jp/~hachisuka/|title=Toshiya Hachisuka at UTokyo|publisher=ci.i.u-tokyo.ac.jp|access-date=2016-05-14}}</ref>) |- | [[Lightcuts]] || Enhanced variants: Multidimensional lightcuts and bidirectional lightcuts<ref name="Walter2005">{{cite journal |last1=Walter |first1=Bruce |last2=Fernandez |first2=Sebastian |last3=Arbree |first3=Adam |last4=Bala |first4=Kavita |last5=Donikian |first5=Michael |last6=Greenberg |first6=Donald P. |title=Lightcuts |journal=ACM Transactions on Graphics |date=1 July 2005 |volume=24 |issue=3 |pages=1098β1107 |doi=10.1145/1073204.1073318}}</ref> |- | [[Point based global illumination]] || Extensively used in movie animations<ref>{{cite web|url=http://graphics.pixar.com/library/PointBasedGlobalIlluminationForMovieProduction/paper.pdf |archive-url=https://web.archive.org/web/20110817145747/http://graphics.pixar.com/library/PointBasedGlobalIlluminationForMovieProduction/paper.pdf |archive-date=2011-08-17 |url-status=live |title=coursenote.dvi |website=Graphics.pixar.com |access-date=2016-12-02}}</ref><ref>{{cite web |first=Karsten |last=Daemen |title=Point Based Global Illumination An introduction [Christensen, 2010] |date=November 14, 2012 |publisher=KU Leuven |url=http://www.karstendaemen.com/thesis/files/intro_pbgi.pdf|archive-url=https://web.archive.org/web/20141222074728/http://www.karstendaemen.com/thesis/files/intro_pbgi.pdf |archive-date=2014-12-22 }}</ref> |- | [[Radiosity (computer graphics)|Radiosity]] || Finite element method, very good for precomputations. Improved versions are instant radiosity<ref>{{cite web|url=http://www.cs.cornell.edu/courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf |archive-url=https://web.archive.org/web/20120618074123/http://www.cs.cornell.edu/Courses/cs6630/2012sp/slides/Boyadzhiev-Matzen-InstantRadiosity.pdf |archive-date=2012-06-18 |url-status=live |title=Instant Radiosity: Keller (SIGGRAPH 1997) |website=Cs.cornell.edu |access-date=2016-12-02}}</ref> and bidirectional instant radiosity<ref>{{cite book |last1=Segovia |first1=B. |last2=Iehl |first2=J.C. |last3=Mitanchey |first3=R. |last4=PΓ©roche |first4=B. |chapter=Bidirectional instant radiosity |title=Rendering Techniques |publisher=Eurographics Association |date=2006 |isbn= |pages=389β397 |chapter-url=http://artis.imag.fr/Projets/Cyber-II/Publications/SIMP06a.pdf |archive-url=https://web.archive.org/web/20160130212610/http://artis.imag.fr/Projets/Cyber-II/Publications/SIMP06a.pdf |archive-date=2016-01-30 }}</ref> |- | [[Metropolis light transport]] || Builds upon bi-directional path tracing, unbiased, and multiplexed<ref>{{cite journal |last1=Hachisuka |first1=T. |last2=Kaplanyan |first2=A.S. |last3=Dachsbacher |first3=C. |title=Multiplexed metropolis light transport |journal=ACM Transactions on Graphics |volume=33 |issue=4 |pages=1β10 |date=2014 |doi=10.1145/2601097.2601138 |s2cid=79980 |url=http://www.ci.i.u-tokyo.ac.jp/~hachisuka/mmlt.pdf |archive-url=https://web.archive.org/web/20150923060448/http://www.ci.i.u-tokyo.ac.jp/~hachisuka/mmlt.pdf |archive-date=2015-09-23 }}</ref> |- | [[Spherical harmonic lighting]] || Encodes global illumination results for [[real-time rendering]] of static scenes |- | [[Ambient occlusion]] || - |- | Voxel-based global illumination || Several variants exist, including voxel cone tracing global illumination,<ref>{{cite web|url=http://on-demand.gputechconf.com/gtc/2012/presentations/SB134-Voxel-Cone-Tracing-Octree-Real-Time-Illumination.pdf |archive-url=https://web.archive.org/web/20130903101803/http://on-demand.gputechconf.com/gtc/2012/presentations/SB134-Voxel-Cone-Tracing-Octree-Real-Time-Illumination.pdf |archive-date=2013-09-03 |url-status=live |title=Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination |author=Cyril Crassin |website=On-demand.gputechconf.com |access-date=2016-12-02}}</ref> sparse voxel octree global illumination, and voxel global illumination (VXGI)<ref name="geforce">{{cite web|url=http://www.geforce.com/hardware/technology/vxgi|title=VXGI | GeForce|date=8 April 2015 |publisher=geforce.com|access-date=2016-05-14}}</ref> |- | Light propagation volumes global illumination<ref name="unrealengine">{{cite web|url=https://wiki.unrealengine.com/Light_Propagation_Volumes_GI|title=Light Propagation Volumes GI - Epic Wiki|publisher=wiki.unrealengine.com|access-date=2016-05-14}}</ref> || Light propagation volumes is a technique to approximately achieve global illumination (GI) in real-time. It uses lattices and spherical harmonics (SH) to represent the spatial and angular distribution of light in the scene. Variant cascaded light propagation volumes.<ref>{{cite book |last1=Engelhardt |first1=T. |last2=Dachsbacher |first2=C. |chapter=Granular visibility queries on the GPU |chapter-url=http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf |title=Proceedings of the 2009 symposium on Interactive 3D graphics and games |publisher= |location= |date=2009 |isbn=978-1-60558-429-4 |pages=161β7 |url= |doi=10.1145/1507149.1507176|s2cid=14841843 |archive-url=https://web.archive.org/web/20160118035359/http://www.vis.uni-stuttgart.de/~dachsbcn/download/lpv.pdf |archive-date=2016-01-18 }}</ref> |- | Deferred radiance transfer global illumination<ref>{{cite web|url=http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Stefanov_Nikolay_DeferredRadianceTransfer.pdf |archive-url=https://web.archive.org/web/20140906141942/http://twvideo01.ubm-us.net/o1/vault/gdc2012/slides/Programming%20Track/Stefanov_Nikolay_DeferredRadianceTransfer.pdf |archive-date=2014-09-06 |url-status=live |title=Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 |website=Twvideo01.ubm-us.net |access-date=2016-12-02}}</ref> || |- | Deep G-buffer based global illumination<ref name="williams">{{cite web|url=http://graphics.cs.williams.edu/papers/DeepGBuffer14/|title=Fast Global Illumination Approximations on Deep G-Buffers|publisher=graphics.cs.williams.edu|access-date=2016-05-14|archive-url=https://web.archive.org/web/20160221013732/http://graphics.cs.williams.edu/papers/DeepGBuffer14/|archive-date=2016-02-21}}</ref> || |- | Signed Distance Fields Dynamic Diffuse Global Illumination<ref name="Hu">{{cite arXiv | title=Signed Distance Fields Dynamic Diffuse Global Illumination | date = 2020 | last1 = Hu | first1 = Jinkai | last2 = K. Yip | first2 = Milo | last3 = Elias Alonso | first3 = Guillermo | last4 = Shi-hao | first4 = Gu | last5 = Tang | first5 = Xiangjun | last6 = Xiaogang | first6 = Jin | class = cs.GR | eprint = 2007.14394 }}</ref> || |- |Global Illumination Based on Surfels<ref name="Halen">{{cite web|url=http://advances.realtimerendering.com/s2021/index.html|title=Global Illumination Based on Surfels|publisher=SIGGRAPH|access-date=2021-12-02}}</ref> || |}
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